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Most people forget that when WC and Defense Shields started they were pretty much like Vanilla+ is now. It took 4+ years of a bunch of us modders working with the devs of WC to develop the capabilities it has now. I don't have those thousands (literally) of hours I put into modding at the moment; not sure if I ever will.
Ideal scenario: Keen gives us a proper combat framework for SE1 / SE2.
This isn't meant as criticism; rather a bit of insight into my headspace.
As for SE2, I'm waiting to see. There's no guarantee I'll even muster the time or energy to bring my mods to SE2 when it is more developed.
Also, while Vanilla+ may seem equivalent to WC, when I looked at it I found it lacks many of the advanced capabilities that my weapon mods rely on (approaches and DOT for instance, maybe AoE too, by block damage). Some of my weapons wouldn't work at all under those circumstances.
Also I like Vanilla+ as it tends to be less resource heavy on my PC. Which makes the game run smoother.
It doesn't give a step by step tutorial; there may be one somewhere else that someone has developed. Right now, I don't have the time or resources to make such a tutorial but if I can find an opportunity I will look at adding it in to the guide. I don't do very much with regards to SE these days, modding or playing, as real life has taken over.
Any adjustments made to this module's ammos won't affect the Mod Pack weapons as the ammos use different IDs.
Or will the adjustments made also effect if both this module and mod pack are loaded into the same world.
Concerning the Phasers going off, I have the same issue as you; I don't like the AI deciding when to shoot at something. Fortunately there is a very easy solution. In the Terminal, set the Phasers to Key Toggle mode and then bind that shoot mode from the G-Menu to your toolbar. That way, the Phasers will auto-target something in range but won't shoot till you press the toggle key on the toolbar.
is seemed to help abit.. also it depends on your ram and how fast your rig is....
Would be really nice if this was fixed as it’s very inconvenient going into battle having the phase cannons stop working
1. The guide has a section on how to access, modify and use the WC config file.
2. I tried that and they were very inaccurate on fast moving ships, especially for those who use speed mods, which is the majority of Star Trek servers I've found. The way they are now there is no penalty for using pulses for those who would like to for roleplay reasons.
3. Which weapons can't you find? They're all under the same tab on the build menu. Bear in mind some are variants of others and so will be accessed the same way you would access multiple block shapes from one G-Menu entry, using the mouse scroll wheel.
4. Again, use the WC config file if that's how you'd like your torpedoes.
If they are doing damage but not enough for your liking (I totally get that, I can't balance for everyone) then the WC config file is there for you to tune the weapons to suit your playstyle.
Also, I'm not going to change the pulse phasers to actual projectiles,
So the snipet is the base values. And then modify those to my liking. Can i do that while the game is live or do i have to reload the save?
One of the biggest issues is that people use OP reactor mods and end up with billions of shield HP. My weapons won't help against that in there current state, hence the config file.
Senturu has a few ships on the workshop that might be good reference points.